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Thread: Minimalist 1.4.1 and T3EnhancED Thread

  1. #1
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada

    Minimalist 1.4.1 and T3EnhancED Thread

    The Enhanced editor has been taken offline for the time being.

    Minimalist 1.4.1 is now being hosted at File Shack

    Changelog

    What this Mod changes:


    Fixed:

    - Wall Hug Invisibility Bug [Still provides cover from guards...but they WILL find you if they get too close.]


    Removed from game:

    - Loot Percentage [This is optional]

    - Fatigue [All guards become tired rather quickly while Garrett could run without losing his wind at all. Rather than
    punish the player with fatigue, I removed it completely. The gameplay feels much more balanced this way. In a
    future release I aim to try and make only overweight guards fatigued.]

    - Arrow Trails.

    - Mechanical Eye Overlay.

    - Mechanical Eye Sound.

    - Back Button. [Use escape instead]

    - Gear select sounds.

    - Automatic blackjack raise in first person.

    - Glowing feet. (from the tutorial part of the game)

    - Arrow trails.



    Added:

    - Custom sound support and several custom sounds. [User may add their own sounds as well.]

    - Tutorial helptext files reflect Minimalist Project changes.

    - Weapons Exposure. [Like the original games, drawing a weapon will now leave you slightly more
    exposed as indicated by a slight increase in lightgem visibility. As in the originals, the blackjack will not
    make you more exposed.]

    - Edible Food. [You may once again eat food, just like the original games. Eating a food item will restore
    1/4 of a hitpoint. Four items will restore 1 full point.]

    - Loot Glimmer: Remove or have activated by frob distance.
    [The loot and junk in TDS look very similar. There are slight differences but unless the textures can be changed in
    such a way that they stand out from each other, Loot Glint will be activated by player distance from the item. This
    means that you will no longer see the item from long distances. Contributed by Sneaksie Dave and Bumbleson.]




    Changes made to user Interface:

    - Custom Menu Screen. [This is now made optional]
    (Thanks to S_HOLE at the ttlg.com forums)

    - Original Thief Fonts Added through the creation of custom bitmap fonts.
    [The fonts were updated in version 1.3]

    - Modified Thief header that swoops in on main menu (text changed to reflect that “The Minimalist
    Project” is installed). (Thanks to John P. for the original Thief header “glow” texture)

    - Loading page logo changed to reflect that “The Minimalist Project” is installed.

    - Frob highlight in a more subtle color than the original.

    - Hud size Minimized - colors tweaked for visibility since it is smaller.

    - Retro Hud is offered as an alternative to Minimalist Hud.
    (Removes the T3 lightgem and replaces it with a casing that is more like the original. The compass
    is also minimized in this Hud as well.)

    - Weapons and Items placements on screen are reversed - based on originals.

    - Weapons and items now slide in quickly from the side and after a few seconds slide away again,
    leaving only the weapon amount numbers visible. The Retro Hud remains true to the originals. (A
    variation of a tweak generously donated by Philky of TTLG.com)

    - Loot popups appear in lower right hand corner once and fade quickly.
    (closer to the way it works in the first two games)

    - Lock Pick Hud removed.

    - Hud Clamps removed.

    - Hud Gears removed. (Tweak donated by Philky)

    - Original font colors have been added. (Tweak donated by Philky)

    - Black screen when reading like in the original games.

    - Health bar is wider to keep in tone with original games.

    - Health gems are replaced with shields as in the first games.
    (If you choose the Minimalist Default Hud, the shields will slide out of place and appear only
    when you are injured.) Note: this will affect the textures of the Health Potions and the gems in the Hammer priest’s wands, since these all share textures originally.

    - Mapped the "use" function to pressing of the center mouse button. Weapon scrolling is
    still in effect. [No center mouse wheel? Just remap it. ]


    Custom Difficulty: Play Styles

    - Playstyles have been added in this revision. The player can choose from the following styles.
    Cutpurse, Assassin, Thief and Ghost. All Playstyles have the same AI difficulty and Density.
    *It was necessary to give all playstyle levels the same AI sensitivity. All Playstyle levels perform at
    Expert difficulty though they do not necessarily conform to all the established rules of the playstyle due
    to the limitations of the AI.

    - Enhanced AI sensitivity

    - Broadhead Max: 15

    - Water Max: 15

    - Moss Max: 15

    - Fire Max: 10

    - Gas Max: 5

    - Noise Maker Max: 5

    - Healing Potion Max: 5

    - Flashbombs Max: 5

    - Oil Flasks Max: 5

    - Mines Max: 5

    - Holy Water Max: 5

    - Gas Bombs Max: 5



    Animations:

    - Many are tweaked to be more Thief-like.
    (Hopefully control is more precise.)

    - Creeping will not make you silent anymore, be forewarned.... only crouching is silent now.

    - Head bob reinstated, but lessened to a degree.


    Camera:

    - Death camera is fixed to 1st person view.

    - All camera modes are in 1st person as DEFAULT (I sympathize with 3rd person players but "The Minimalist Project" breaks many things in third person.)


    Before Installing Please Take Note:

    I set out to make The Minimalist Project a tribute to Looking Glass and the old Thief games. Thief Deadly Shadows missed the mark on several key points, in my opinion, and being so appreciative of what the originals achieved with a minimal yet functional approach, it never felt quite right. My aim with this project was to give Thief 3 a familiar feeling. I can only hope that I have succeeded.

    Version 1.4 comes much closer to my goal but to be honest, The Minimalist Project probably never will be able to cover everything I want to.


    Technical:

    This installer will alter some of the Thief - Deadly Shadows system files. Most of the original files that the install alters will be backed up by the installer first, and will be restored and/or put back to their original state when you choose to uninstall the Minimalist Project.
    However, the installer will replace your original T3Main.exe file with a version that comes with the Editor for the game. In other words, it’s replaced with a newer, but still original file. This is done because the file version that comes with the Editor allows for custom sounds to be implemented. The original T3Main.exe will not be restored when you uninstall the Minimalist Project. This is done on purpose, both because it eases the process of making the installer, and because the new file is of no harm to your install. If you would like to be 110% on the safe side however, you should make a backup of your original T3Main.exe file now, before installing this release. It is not deemed necessary by us though.

    The Minimalist Installer has been thoroughly tested by several beta and release version testers before it was ‘published’, but in the off chance that something still should happen, a “worst case scenario” will never be worse than that you might need to reinstall the game. Such a situation is highly unlikely to occur, but is mentioned here because anything can happen as far as computers and their users are concerned.

    If possible, you should always try and uninstall the Minimalist Project before you uninstall/reinstall the game. Then reinstall the Minimalist Project afterwords if you like. Your currently installed version of the Minimalist Project should also be uninstalled before installing a newer version.

    The authors take no responsibility for what negative effects this install may have on your computer. It is tested, but released as-is with no warranty, express or implied.

    By clicking ‘Install’ you agree to these terms of use.

    Any need for technical help may be directed to New Horizon, whose e-mail address is included in the installer itself.



    Uninstall / Modify:

    To uninstall / modify the Minimalist Project once you have installed it, go to the Control Panel, Add or Remove Programs, and in the list that comes up find the entry called Thief DS Minimalist Project, Version 1.4. Highlight that entry, click Change/Remove, and you can uninstall or modify the install from there. There will also be an uninstall .exe in your Thief - Deadly Shadows root folder.

    -You can also re-open the installer to modify your install, so keep the installer file in an easily accessible place on your computer after installation.
    For instance; if you didn’t install the ‘Loot Glint’ removal option the first time and then later change your mind, you may now open the installer again, and it will let you add that option to your install.

    The option(s) you install will then turn up in the uninstaller, and vice versa.



    Compatibility with other community tweaks:

    To experience the Minimalist Project the way it’s meant to be experienced, you will have to let it replace your .ini settings for it’s own. Your (customized or default) .ini files are backed up by the Minimalist installer, and are put back if you later choose to uninstall The Minimalist Project.

    Since John P. made the Minimalist installer, it will also be compatible with his Miscellaneous Thief DS Textures pack. This means that if you already have the Misc. pack installed when you install the Minimalist Project, and you also decide to install The Minimalist Project’s ‘Loot Glint’ and Menu Background, the same files from John P.’s Misc. pack will be backed up if they are found, and then later put back if you decide to uninstall the Minimalist Project’s versions. If you install the ‘frob highlight’ option in the Minimalist Project, and you had the Misc. Pack’s ‘frob highlight’ installed beforehand, the ‘frob highlight’ from the Misc. Pack will be restored when the Minimalist Project is uninstalled.

    However: installing them in the opposite order – Minimalist first, then the Misc. Pack – has not been tested, and the loot glint and arrow trail options from the Misc. Pack will most likely override the versions from the Minimalist Project in such a scenario, because the Minimalist Project is newer than the Misc. Pack, and the Misc. Pack doesn’t have code in it to check for other tweaks before it installs.

    The Minimalist Project installer has not been tested for compatibility with games that have the Thief DS editor installed, but as far as we know it shouldn’t create any conflicts. If you do experience problems in that regard, contact New Horizon so we can look into it.

    Warning:
    Minimalist 1.4 does not work with Thiefbot, the T3 Tweaker or T3gamesys tweaker any longer. The gamesys.t3u and many other .t3u files have been rebuilt to such a degree that these programs are no longer compatible.


    Credits:

    Special thanks to John P. for manufacturing this installer, Sledge for his generous advice, S_Hole for his excellent Retro Menu, Myagi for the loot percent removal/ frob tweak and to Philky for the tweaks credited to him above. I would also like to send a huge shout out to my beta testers, word up to Komag, SortYa, R Soul, Joey_561, Lake and TheDorkProject. Without these guys I would not have had time to find as many bugs as we could. Many thanks go out to Taffers on the various Thief Forums for contributing to and inspiring the Minimalist Project. I can not take full responsibility for the work put into this project. John P. has put together an excellent and constantly improving installer. I am in debt to you all.


    Last edited by New Horizon; 7th Sep 2006 at 22:35.

  2. #2
    New Member
    Registered: Jul 2005
    It figures that my PC went down last night, huh?

  3. #3
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Main post updated.

    If anyone knows of any other places this could be hosted, please let me know. I don't want to have this file be too much of a strain on veledan.

  4. #4
    Still Subjective
    Registered: Dec 1999
    Location: Europops
    Wow. A lot of very nice changes there.

    Q1. - is there a quick way to turn any of this off, in the .ini files for example? I like most of the changes but there are some (e.g. hud as you know) that I don't want.

    And can you explain how the mixed version of holy water arrows works please.

    Q2. - in order to play FMs with these changes we will need what exactly? And what if an FM was created in vanilla T3Ed?

    Excuse my lack of comprehension - tech stuff gives me a headache sometimes.

  5. #5
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by Subjective Effect
    Wow. A lot of very nice changes there.

    Q1. - is there a quick way to turn any of this off, in the .ini files for example? I like most of the changes but there are some (e.g. hud as you know) that I don't want.
    Yup, you can turn some stuff off in the ini's, but it will require some 'extra' work to do it. I dug deeper into the editor than I could with Minimalist. The models for the hud have been altered, so you would have to replace them with the originals. I'm not trying to be a big old grouch when I say this, but I won't be supporting any retrofits. I'm releasing it 'as is' because I would really like to move on. Its been a long journey. I hope you give the classic hud a chance, I did my best to make it blend in. If worse comes to worse...you could simply change the Hud drop down settings in the T3UI.ini.

    Also, if you change hud elements or any other base T3EnhancEd systems, the 'player' patch I'm creating would no longer work with it. You would have to provide some type of patching system to ensure your FM worked properly. Of course, I can't really say how it would behave since we haven't seen any FM's yet.

    When I finish the patch, I'll give some options on how custom content can hopefully be further patched into the game.

    And can you explain how the mixed version of holy water arrows works please.
    Sure thing. The holy water potions can no longer be tossed on the ground. (side effect of having to make them an inventory consumable) When the player 'uses' the vial...it is applied to 3 'water arrows', which transforms them into Holy Water Arrows. You will actually see 3 water arrows disappear from your inventory and 3 Holy water arrows appear. The scripting checks to make sure you have 3 arrows, so if you only have 2..then you will lose 2...same with 1. If you have 0, then you have just wasted a vial of holy water.

    Q2. - in order to play FMs with these changes we will need what exactly? And what if an FM was created in vanilla T3Ed?
    In order to play FM's people will need to download the patch that I'm working on. It will back up their existing installation and update all the files necessary for them to play T3EnhancED FM's. They can restore their original files if they need to play vanilla T3 FM's. Any additional custom content is the responsibility of the FM author however.

    Excuse my lack of comprehension - tech stuff gives me a headache sometimes.
    No worries, it 'still' gives me a headache.
    Last edited by New Horizon; 19th Jan 2006 at 11:04.

  6. #6
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    DAMN. I knew I would forget to put someones name in the thank you section of the readme file.

    Gingerbreadman
    Thank you so much for letting me use your Flesh Logo. I'll update the readme and upload a corrected version of the installer in a day or two. Sorry my friend.

  7. #7
    Still Subjective
    Registered: Dec 1999
    Location: Europops
    Quote Originally Posted by New Horizon
    If worse comes to worse...you could simply change the Hud drop down settings in the T3UI.ini.
    Wait, are you saying I can have the shields do the drop down and pop-up thing they do in normal TDS? Because that's all I ask and if that can be done I will be as happy as Larry.

    Good going on the holy water arrows! That is really something. Final Q (propably dumb) - the holy water arrows are cumulative aren't they? As in for every vial you use you get 3 more holy water arrows. I only ask because there are some interfaces in some games which only let you have a max number of an ammo type. E.g. you have max 5 rockets and are carrying 3. You pick up a box of 5 and now you have 5 and 2 are wasted - it would have made more sense to use your 3 and THEN get the box of 5. See what I mean?

  8. #8
    Member
    Registered: Jun 2001
    Location: Tatry Mountains, Poland
    That's great news! Well, that would be great news if only this retro HUD was not obligatory...

    Unfortunately, I know many TDS fans who prefer the new HUD. I'd love to use T3EnchancedEd, but I don't want to get rid of original TDS HUD. It seems this release is not for me. NH, perhaps someday you'll decide to make enchanced editor with original HUD... I hope so.

    Anyway, thanks for you work!

  9. #9
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by Subjective Effect
    Wait, are you saying I can have the shields do the drop down and pop-up thing they do in normal TDS? Because that's all I ask and if that can be done I will be as happy as Larry.
    Yup, just go into
    [HealthMeter] in the T3UI.ini and change ClearPos_Y=-15 to 12. That should do it.

    Good going on the holy water arrows! That is really something. Final Q (propably dumb) - the holy water arrows are cumulative aren't they? As in for every vial you use you get 3 more holy water arrows.
    Yup, every vial you use takes 3 more water arrows and turns them into holy water arrows. You can still use them to douse torches if you run out of regular water arrows, but the kicker is that you have just used up a blessed arrow.

    Unfortunately, I know many TDS fans who prefer the new HUD. I'd love to use T3EnchancedEd, but I don't want to get rid of original TDS HUD. It seems this release is not for me. NH, perhaps someday you'll decide to make enchanced editor with original HUD... I hope so.
    Sorry, but this is my graceful exit of poking around with T3Ed. This is for the classic Thief fans. They didn't get the Thief game they were promised and I have done my best to give them something closer to what they wanted. I do hope you give the classic hud a chance, it's much more fitting of a Thief title.

    Anyway, thanks for you work!
    You're very welcome.
    Last edited by New Horizon; 19th Jan 2006 at 12:45.

  10. #10
    Still Subjective
    Registered: Dec 1999
    Location: Europops
    Actually NH, with the pop-up enabled this is going to be sweet. Good show.

  11. #11
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by Subjective Effect
    Actually NH, with the pop-up enabled this is going to be sweet. Good show.
    Small correction. That setting should have been 12, not -12. Sorry about that.

  12. #12
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Would it be acceptable to have this stickied?

  13. #13
    Member
    Registered: Nov 2002
    Location: map ref. 41n 93w
    /me gives New Horizon a hearty round of applause/slap on the back/kiss on the cheek/kiss on the mouth

    Your choice NH...

  14. #14
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by trevor the sheep
    /me gives New Horizon a hearty round of applause/slap on the back/kiss on the cheek/kiss on the mouth

    Your choice NH...
    What the hell, I'll take them all!

  15. #15
    Member
    Registered: Nov 2002
    Location: map ref. 41n 93w
    That costs extra.

  16. #16
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by trevor the sheep
    That costs extra.
    I didn't realize this was a 'service'.

  17. #17
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    WELL SOD IT ALL! There were a few very minor things I missed before compiling the installer. Nothing horrible...just some font sizings that I forgot to tweak. If you have already downloaded the installer, don't worry...I'll post the tweaks or perhaps a patch later. I would suggest people hold off on downloading for another day or two. Sorry, I thought I covered all the bases.

  18. #18
    Member
    Registered: Nov 2002
    Location: map ref. 41n 93w
    Well these guys hired me, you see.

    Is it ok if I still continue downloading this slightly messed up version, you aren't going to take it down in the next 5 minutes or anything are you?

    Edit: I suppose not, I just finished it and it's corrupted.
    Last edited by trevor the sheep; 19th Jan 2006 at 16:47.

  19. #19
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by trevor the sheep
    Well these guys hired me, you see.

    Is it ok if I still continue downloading this slightly messed up version, you aren't going to take it down in the next 5 minutes or anything are you?

    Edit: I suppose not, I just finished it and it's corrupted.
    I will have the new version up tomorrow morning. I'll post here when it's ready.

    Sorry for the mess up.

  20. #20
    Still Subjective
    Registered: Dec 1999
    Location: Europops
    And it's available NH, not availabe.

  21. #21
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Will be available again in a few hours.

  22. #22
    Member
    Registered: Oct 2004
    Location: England
    Seeing this great installer I jumped at the oppurtunity to reinstall everything as my previous version had got rather messed up with all of my fiddling.

    If I want to install JohnP's texture packs should I do this before installing T3advanced or after?

    Is it possible to put his texture packs into the game editor and put them in an FM?

    Thanks

  23. #23
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by angrypenguin
    Seeing this great installer I jumped at the oppurtunity to reinstall everything as my previous version had got rather messed up with all of my fiddling.

    If I want to install JohnP's texture packs should I do this before installing T3advanced or after?

    Is it possible to put his texture packs into the game editor and put them in an FM?

    Thanks
    Don't try to download the installer quite yet, i'm currenlty uploading the corrected version.

    T3AdvancED doesn't touch your original installation folder. It's a self contained installation with all the sounds and graphics from the game included. I had to leave the OM unr level files out of the package to reduce the installer package though.

    For people who don't want the editor and only want to play the enhanced fan missions, I'll be releasing a patch that will update a 'vanilla' T3 installation to T3EnhancEd.

    As for using John P's texture packs. Yes, you can use them with the EnhancED editor...but...you can't install them directly into the editor, you will need to extrat them into a folder on your desktop and then copy them into the appropriate folders within the editor.

    This will greatly increase the size of your missions however, since John's textures are of a far greater size.

  24. #24
    Member
    Registered: May 2002
    Location: UK, Suffolk
    Just a few thoughts for this regarding FM's (and a few ramblings).

    I suppose it would be required to identify the enhanced FMs against the vanilla ones.
    I'm thinking that the patch you are doing should be able to patch and unpatch based upon command line arguments, that is unless the patches are permenant.

    The reason being is that it would be possible to set it as a GarrettLoader plugin (I am working on a small exe that will be with the next version that will allow such plugins to register themselves with GL to be launched for T3, and any other game) which would be able to be kicked off upon installing or launching the game (it depends just what the patch actually changes) depending upon some kind of flag file in the FM zip file. This would make switching between older FMs (and ones not built in the modified editor) and newer ones.

    Anslo if any ini files are changed, they can still be patched on the users PC via the ini-name_patch.ini process in GL.

  25. #25
    Member
    Registered: Jan 2004
    Location: Prince Edward Island, Canada
    Quote Originally Posted by potterr
    Just a few thoughts for this regarding FM's (and a few ramblings).

    I suppose it would be required to identify the enhanced FMs against the vanilla ones.
    I'm thinking that the patch you are doing should be able to patch and unpatch based upon command line arguments, that is unless the patches are permenant.
    I'm definately aiming to make the patch removable. All the patch does is update the core of T3 to be up to date with the Enhanced T3 Editor.

    The reason being is that it would be possible to set it as a GarrettLoader plugin (I am working on a small exe that will be with the next version that will allow such plugins to register themselves with GL to be launched for T3, and any other game) which would be able to be kicked off upon installing or launching the game (it depends just what the patch actually changes) depending upon some kind of flag file in the FM zip file. This would make switching between older FMs (and ones not built in the modified editor) and newer ones.
    If it could function as a plugin, that would be perfect. We'll do our best to coordinate our efforts.
    [/QUOTE]

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